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“Who knows the end? What has risen may sink, and what has sunk may rise. Loathsomeness

waits and dreams in the deep, and decay spreads over the tottering cities of men.”

—H.P. Lovecraft

//

Need to Know //

Delta Green: Need to Know is published by Arc Dream Publishing in arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is ™ and © The Delta Green Partnership, which has licensed its use here. Written by Shane Ivey based on rules by Dennis Detwiller, Shane Ivey, and Greg Stolze, © 2016. “Last Things Last” written by Bret Kramer with Shane Ivey, © 2016. Illustrated by Dennis Detwiller, © 2016. Graphic design by Simeon Cogswell. Edited by Lisa Padol. All rights reserved worldwide. Permission granted to copy, print, or otherwise reproduce pages 13, 14, 20–31, and 48 for personal use. Updated: 10:40 CST, 11 MAR 2016.

THIS IS A WORK OF FICTION.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming License Version 1.0a, Section 1(e), found on page 2 of this book, and are not Open Game Content: the intellectual property known as Delta Green; all trademarks, proper names, artwork, trade dress; and all text not explicitly identified as Open Game Content. Open Game Content: Game mechanics on pages 6, 11–18, and 33–39 are Open Gaming Content under the terms of the Open Game License Version 1.0a, Section 1(d), found on page 2 of this book.

For Delta Green books and games, please visit: www.delta-green.com Published by Arc Dream Publishing 12215 Highway 11, Chelsea, AL 35043, USA

www.arcdream.com

ISBN 978-1-940410-20-3 Printed in China

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// OPEN GAME LICENSE Version 1.0a //

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/

or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including de-rivative works and translations (including into other computer lan-guages), potation, modification, correction, addition, extension, up-grade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distrib-ute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifical-ly excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, themat-ic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graph-ic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, en-vironments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trade-mark or registered tradetrade-mark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Us-ing” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content

that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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this License, the Contributors grant You a perpetual, worldwide, roy-alty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

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con-tributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

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COPY-RIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

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with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or govern-mental regulation then You may not Use any Open Game Material so affected.

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You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

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unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v. 1.0, © 2000, Wizards of the Coast, Inc.

Legend, © 2011, Mongoose Publishing.

Unearthed Arcana, © 2004, Wizards of the Coast, Inc. Delta Green: Agent’s Handbook, © 2016, Dennis Detwiller,

Christopher Gunning, Shane Ivey, and Greg Stolze.

Delta Green: Need to Know, © 2016, Shane Ivey and Bret

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// Contents //

Welcome to Delta Green ... 4

What You Need ... 6

How to Be a Player ... 7

How to Be the Handler ... 8

Example of Play ... 9

What Is an Agent? ... 10

The Character Sheet ... 11

Blank Character Sheet ... 13

Creating an Agent ... 16

Sample Characters ... 19

Game System ... 32

Combat ... 34

Damage And Death ... 35

Sanity

... 36

Insanity ... 37

Preserving Sanity ... 38

Willpower ... 39

Bonding With Delta Green ... 39

Home

... 39

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5

// Delta Green: Need to Know //

// Welcome to Delta Green //

Delta Green is arole-playing game about

cosmic terror and deadly conspiracy. It’s about men and women making awful choices and doing terrible things to prevent far worse horrors: incursions of unnatural forces that infect and destroy humanity.

Delta Green is a game about fear. About seeing

the horrors to come and choosing to stand against them. This book provides everything you need to play. More detailed rules can be found in the core Delta

Green rulebook and in the Agent’s Handbook, which

is a rulebook that includes only material necessary for players.

A Role-Playing Game

Delta Green is played by a handful of friends around

a table or in an Internet conference. One player is the Handler, responsible for presenting and managing the game. The other players take the role of Agents of a secret organization called Delta Green. Agents investigate horrors described by the Handler. As an Agent’s player, you describe how your Agent acts and

reacts, what your Agent says and does. The Handler describes what happens next. The goal is to become so immersed in your Agent’s imagined experiences that the real world drops away and you can feel the chill of unnatural horror.

The Handler

The Handler is the emcee, referee, host, and narrator. If you’re the Handler, your job is to present a mystery to the players, some terrible event that their Agents must investigate, a horrific

threat that they must thwart, as well as the consequences if they fail. You take the roles of all other characters that Agents encounter. It’s also your job

to present clues that lead the Agents deeper into the mystery, and to make sure that overlooking an import-ant clue doesn’t leave the players stymied.

The Operation

There are many Delta Green operations already writ-ten, some freely available online and some available for purchase. There’s one, “Last Things Last,” at the end of this very book.

The Handler needs to read an operation tho-roughly to be ready to run it. Only the Handler should read the operation!

Many Handlers create their own operations from scratch. The Delta Green core rulebook includes many suggestions and guidelines to make that easy.

The Result

As the Handler describes unnatural terrors and the players describe their Agents’ reactions and investiga-tions, a narrative emerges—a tale of secrets and dread, of deep horror and terrible consequences. That’s Delta

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6

// Delta Green: Need to Know //

// Welcome to Delta Green //

What You Need

With this book and the Handler’s Screen that comes with it, you have everything you need to play

Del-ta Green. In this book you’ll find rules for creating

Agents, six sample Agents, a fully playable version of the core rules, and an operation ready to play. On the Handler’s Screen you’ll find useful charts and tables to enhance your game.

You also need pencils to record changes to your character sheet, scratch paper to draw sketches and take notes, and dice.

Delta Green uses polyhedral dice common to

tabletop role-playing games: four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided. The game plays best when you have a few of each on the table. Or you can find automated dice rollers on the Web and as mobile apps. (For iOs users we recom-mend an app called “Mach Dice” by MachWerx.)

Rolling the Dice

When the rules need you to roll dice, they use a parti-cular nomenclature to save time and space: “#D#,” as in “1D8” or “4D6.” The first number is the number of dice. The “D” stands for “dice with the following number of sides.” The second number is the number of faces on the die. “1D8” means roll one eight-sided die. “4D6” means roll four six-sided dice. Sometimes you add or subtract a number from the roll. If it says “1D6+2,” that means roll one six-sided die and

add two to the result.

Percentile Dice (“1D100”)

Actions in Delta Green are resolved using percentile dice. That means you roll 2D10 (two ten-sided dice) to get a number from 1 to 100. Before you roll, desig-nate one die as the tens digit and the other as the ones digit. A zero (0) on the tens die counts as zero except when the ones die is also 0; then the 0 on the tens die counts as 10. For example:

» The tens die comes up “0” and the ones die comes up “3”: 03, or 3.

» The tens die comes up “3” and the ones die comes up “0”: 30.

» Both dice come up “0”: 100.

» The tens die comes up “6” and the ones die comes up “2”: 62.

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7

// Delta Green: Need to Know //

// Welcome to Delta Green //

Respect the Mood

Mood is everything! Enjoy the bleak humor that often comes from seeing the trouble that Agents fall into, but don’t let your eagerness to get a laugh ruin the suspense and the chill of confronting cosmic terrors.

Work With the Other Players

As a role-playing game, Delta Green is social. How you behave at the table affects how everyone en-joys the game. The same social rules apply here as in any conversation.

Don’t talk over other players and don’t try to keep all the attention. Offer ideas and suggestions, but don’t tell people they’re doing it wrong.

Avoid arguments. If you disagree with another player’s decision or the Handler’s interpretation of the rules, let it slide. If you think it’s critical, talk to the Handler about it.

Trust the Handler

You’re both here for the same reason: a suspenseful, horrifying game of Delta Green.

How to Be a Player

A Delta Green game begins with the Handler asking

the players to introduce their Agents. Describe what your Agent’s day-to-day life is like: work, friends, family, the mundane but critical things your Agent is willing to die for. The Handler’s next job is to in-troduce the operation: the events that will lead your Agent to confront unnatural horror.

As a player, you speak in your Agent’s voice and work with your friends at the table to make sure it’s a game that everyone enjoys.

Describe Your Agent’s Actions

First and foremost, listen to the Handler and react to what he or she says. The Handler is your window into your Agent’s world. Ask questions. Describe how your Agent reacts. The Handler says what happens next.

Sometimes you want your Agent to do things that may not succeed. This is likely in a crisis or emergency when events spiral out of control. The Handler may ask you to roll dice. Roll well, and achieve what you wanted. Fail, and you don’t. Either way, the Handler takes that into account to describe what happens next.

Respond Quickly

Don’t let the game bog down while you decide the best way out of a bad situation. Act on your Agent’s instincts. Keep the

game moving.

Speak for Your Agent

One way to immerse yourself in a game like Delta Green is to speak in your Agent’s voice. Think like your Agent, take on man-nerisms you’ve invented for your Agent, and imagine the horrors of the game from your Agent’s point of view. If things get too intense,

take a break. But remember that you and the other players are here for a horror game.

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HOW TO BE THE HANDLER

The Handler’s job is harder than playing an Agent, but it can be far more rewarding. The best Handler has an active imagination, good judgment, a willingness to improvise, and a keen sense of mood and timing. But even if you’ve never run a role-playing game before, you can run Delta Green.

MAINTAIN THE MOOD

Delta Green is a horror game, and not just any kind of horror. It’s about Lovecraftian cosmic terror. It’s about confronting threats beyond human comprehension. It’s about the end of humanity and the struggle to keep it at bay just a little longer. The more you evoke that mood at the table, in large ways and small, the more memorable and thrilling the game will be. Constantly look for ways to reinforce a sense of the Agents’ isolation and vulnerability in a predatory world.

PRESENT A VIVID WORLD

The players’ Agents act in an imagined world that is, in most respects, like our own. If you say they’re in a downtown warehouse, the players will already know what you mean. Be sure to fill in details to help bring that world to life. Is the warehouse dusty from disuse? Is it stifling hot from the summer heat, or shakily cold from the winter snow? Is it crowded with pallets and machinery and crates, or is it an empty cavern? Help the players see the world through their Agents’ eyes.

PORTRAY INTERESTING CHARACTERS

Present every non-player character (“NPC”) as a fully realized human being. Every character has an agenda that the Agents must try to discern. Even if a character is featured for only a few minutes, he or she should feel real and interesting. If a character is dull, take a moment to put yourself in that character’s head and figure out how he or she would respond to the game’s events and the Agents’ actions. This is especially important for characters who are the least sympathetic, such as people who willingly embrace unnatural horrors to get what they want. Not even the most murderous cultist sees himself as a villain. If you can make the players sympathize with their enemies, the terrors of Delta Green become more pronounced.

INTERPRET THE RULES FAIRLY

Sometimes there’s disagreement about how a rule should work. When necessary, it’s the Handler’s job to act as referee. You need to learn the rules, and be willing to make a judgment call in order to keep things moving. Never forget that you and your friends

are at the table to have a good time playing a scary game. Make sure you hear what the players have to say. If you overrule someone, be patient and respectful. Earn the players’ trust and keep it. But always err on the side of fear.

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9

// Delta Green: Need to Know //

Example of Play

Amber is playing FBI Special Agent Cornwell. Tabitha is playing Dr. Palmer, an anthropology professor who advises the FBI on unusual cases. Cornwell and Palm-er belong to Delta Green.

Cornwell and Palmer are seeking the hide-out of a cult that seems to have ties to unnatural, inhuman forces. They figured out that it was someplace down-town, in a bad part of the city. Then they heard on a police scanner that two cops were going to a derelict, downtown tenement for a complaint of screams and weird noises. The Agents drove there fast and went inside.

HANDLER: “It’s all run-down and water-damaged.

It stinks of mold. It’s very quiet and dark.”

TABITHA: “I’m looking for anything strange.” HANDLER: “Things are quiet and under control right now, so you don’t need to roll. Your Search skill is at least 40%, right? In the second tenement, you find especially weird graffiti.”

TABITHA: “Weird, how? I have Anthropology at 70% and Occult at 80%.”

HANDLER: “It’s pictorial, almost like a cave paint-ing but with spray-paint. You recognize human figures inside a blocky shape. Maybe a building. They’re dancing around a crazy black shape. It’s drawn like the artist was having a seizure.”

AMBER: “I keep going. We need to find the cops.” HANDLER: “Further in, the air starts to smell worse. Like blood and sewage.”

TABITHA: “We should leave.”

AMBER: “No! Where are the damn cops?” HANDLER: “You find them two doors down, in a living room where the floor has caved in. One is on his stomach, covered in blood. You think he’s breath-ing. The other is…everywhere. It’s like she exploded. Make a Sanity roll. Lose 1D6 SAN—Sanity Points—if you fail.”

AMBER: “Jesus. No kidding. I have 60 SAN and I rolled…48. Success. OK, I yell out, ‘Palmer!’ ”

TABITHA: “I run over. Don’t ask me why.”

AMBER: “I pull the live one out of there.”

HANDLER: “Something erupts from the wreckage.”

TABITHA: “I told you we should leave!”

HANDLER: “It’s like crumbled plaster, wood chips, viscera and bone all adhering to an invisible shape. It rises up into some indefinable pattern. Make a SAN roll. Lose 1D6 if you succeed or 1D10 if you fail.”

AMBER: “I roll…95. Shit. OK, the 1D10 says 8.”

HANDLER: “That’s enough to go temporarily

insane.”

AMBER: “I can reduce the SAN loss by projecting

onto a Bond,right? I’m doing this for my kids!”

HANDLER: “Sure you are. Roll 1D4. Take that

much off your Willpower Points, off the Bond, and off the SAN loss.”

AMBER: “I rolled…2. Come on! OK, so I spend 2 WP and take 2 off the Bond with the kids. I guess I’m going to be a worse parent after this. And it reduces the SAN loss to 6.”

HANDLER: “That’s still enough loss for temporary insanity. You lose control. Palmer, you come around the corner and see all this horror. I’ll get to your SAN loss in a minute. You see Cornwell scream and raise up the shotgun to fire. But Cornwell, your Dexterity is 11, right? That’s lower than the…thing’s…so it goes first. It has a 50% chance to hit and rolls…12.”

AMBER: “Can I Dodge?”

HANDLER: “You’re insane, remember? Sorry, you’re trying to shoot. Its damage roll is…ouch. 17.”

AMBER: “What?!”

HANDLER: “Yeah.”

AMBER: “OK, I can take off 3 for my body armor. That’s still 14 damage. I only have 12 Hit Points.”

HANDLER: “Yeah. Palmer, you see the weird shape slam into Cornwell like a snake striking. That cuts off her screams instantly. She just falls apart. There’s blood everywhere. Some of her adheres to the other gore and debris around the shape. The rest of her spatters all over you and the room. The shape takes on some new, inscrutable configuration for an instant. Then it turns toward you. Roll SAN.”

TABITHA: “Uh. Yeah. I roll 20. Success.”

HANDLER: “OK. I’ll roll for how much you lose.

Only 4! Lucky you. What do you do?”

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11

// Delta Green: Need to Know //

// What Is an Agent? //

Delta Green revolves around Agents. The

rules define Agents in great detail to help the players bring them to life.

The Character Sheet

Take a look at the character sheet on pages 13 and 14. All the ingredients of an Agent are there.

Name

What’s your Agent’s name? Delta Green games are most effective when they feel grounded in the real world, so make the name sound real. Avoid clichés and silliness.

Profession

This is your biggest decision. Profession determines your Agent’s skills, role in an operation, and some-times the resources your Agent can bring to bear by requisitioning equipment. A handful of core profes-sions are most frequently seen among Agents: Anthro-pologist or Historian, Computer Scientist or Engineer, Federal Agent, Physician, Scientist, and Special Opera-tor. Many other professions are described in the Delta

Green core rulebook and the Agent’s Handbook.

Employer

Which agency or company does your Agent work for? Include your Agent’s job title or rank if appropriate.

Nationality

The Delta Green organization exists within the U.S. government, so most most Agents are American. But if your game is set in another country, your Agents could be local, unofficial “friendlies” who conduct Delta Green operations with the guidance of a Delta Green control officer—someone from the CIA or the military—played by the Handler.

Sex and Age

Delta Green mostly recruits Agents in their thirties, old enough to be established in challenging careers. Most Agents stay in the group until retirement age if they live that long. If your Agent is younger, what special skills or circumstances brought him or her into the group? If older, what causes your Agent to stay?

Education and Occupational History

Most Agents are in professions that require higher education, a bachelor’s degree or a graduate degree. Describe an education that fits your Agent’s skills.

Statistics

Six statistics (stats) define what your Agent is good or bad at in very broad terms: Strength (STR), Con-stitution (CON), Dexterity (DEX), Intelligence (INT), Power (POW), and Charisma (CHA). They indicate overall qualities, not specific training. Each has a score from 3 to 18. Most human adults have 10 or 11 in each. Stats lower than 6 or higher than 15 are rare.

Each stat has space for its “×5” rating. Multiply the stat by 5 and fill in that number. That’s the percent chance that your Agent can use the stat successfully in a crisis.

Each stat has a space for “Distinguishing Fea-tures.” If the stat is below 9 or above 12, it stands out in some way. Write an adjective or a short description to illustrate it. If INT is 15 you might write “Very clever,” for example.

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12

// Delta Green: Need to Know //

// What Is an Agent? //

Derived Attributes

Derived Attributes are point values that change. Hit Points (HP) indicate physical health. Willpower Points (WP) indicate mental fortitude and drive. Sanity Points (SAN) indicate a connection with humanity and reality as most people perceive it. The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. If SAN reaches that point or below, subtract your Agent’s POW from the new SAN. That’s your Agent’s new Breaking Point.

Bonds

A Bond represents the most important human re-lationships in your Agent’s life. It’s either a specific person (spouse; son or daughter; best friend) or a group of people who are tightly enough bound that your relationship with one affects your relationships with the others (the platoon from the war; spouse and kids; support group).

Each Bond has a score that begins equal to your Agent’s Charisma stat. When a Bond’s score falls, that

relationship suffers. Demanding professions allow fewer Bonds.

Motivations and Mental Disorders

Your Agent starts with five motivations: personal beliefs, drives, or obsessions. Motivations aren’t as powerful as Bonds, so they don’t have scores. Bring them up in play to show what motivates and supports your Agent and makes life worth living.

Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.

Incidents of SAN Loss Without

Going Insane

There are three check-boxes each for Violence and Helplessness. They track how close your Agent is to becoming psychologically adapted to that kind of trauma. If your Agent loses 1 or more SAN due to Violence or Helplessness but doesn’t go insane, mark

the appropriate check-box. If your Agent goes insane due to that type of trauma, erase all the marks. See

ADAPTING TO SANITY LOSS on page 38 for details.

Skills

A skill is a body of specialized knowledge that takes months or years to learn and decades to master. Each skill has a percentile rating, from zero to 99. That’s your Agent’s percent chance of using the skill in a crisis.

The skills are defined in detail in the Delta Green core rulebook and the Agent’s Handbook. They’re self-explanatory with a few exceptions:

» Craft is the mastery of some difficult trade such as electronics, carpentry, or plumbing.

» HUMINT is human intelligence, the study and deciphering of behavior and motivations. » SIGINT is the skill of encryption, decryption,

and signals intelligence.

» The Unnatural skill indicates knowledge of Things Man Was Not Meant to Know, the most awful secrets of reality.

What Skill Ratings Represent

Every skill has a base value in parentheses, like “Ath-letics (30%)”. Every Delta Green Agent starts with at least that much of the skill. Having a skill above the base value reflects unusual training and experience.

Skill Rating Amount of Training

1%–19% Dabbler (assuming the skill started at 0%) 20%–29% Hobbyist

30%–39% Basic training or a college minor 40%–59% Years of experience or a college major 60%–79% Decades of experience or a grad degree 80%–99% A lifetime’s mastery

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THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

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THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

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15

// Delta Green: Need to Know //

// What Is an Agent? //

Wounds and Ailments

If your Agent is hurt, make a note here. Describe the repercussions as you play. Give enough details to make it interesting.

Armor and Gear

The Handler may assume that your Agent has what-ever gear is typical for the Agent’s profession. Write specific items here. If your Agent wears armor, write down its Armor Points value from the Delta Green core rulebook or the Agent’s Handbook.

Weapons

“Skill %” is your Agent’s skill with that kind of wea-pon. Copy it from the front of the sheet: Firearms, Heavy Weapons, Melee Weapons, Unarmed Combat, or whatever applies.

Get the other entries from the Delta Green core rulebook or the Agent’s Handbook. “Base Range” is the distance at which your Agent can use it without a penalty that reduces your Agent’s skill. “Damage” is the amount it reduces the target’s Hit Points. “Armor Piercing” is the amount it reduces the target’s Armor Points. “Lethality” is the chance for a heavy weapon to kill a target outright. “Kill Radius” is how far Lethality reaches.

Personal Details

and Notes

Don’t overlook the intangibles that make an Agent memorable. What’s something admirable about your Agent? What’s something that people often dislike about your Agent? What

brought your Agent to Delta Green? Why does Delta Green trust your

Agent? Why does your Agent help Delta Green despite the terrible risks?

Developments

Which Affect

Home and Family

If your Agent gets in trouble at work, suffers a reduction in a Bond, gains a new disorder, suffers a permanent injury, or undergoes any other major change, make a note of it here. Explore the details and ramifications between operations.

Special Training

Some bodies of knowledge are not common to every Agent but don’t require the extensive commitment of skills. Your Agent might know how to use lock-picks without years of training in Craft (Locksmith), for example.

Each kind of special training is based on an existing stat or skill: DEX for lockpicking, Swim for SCUBA gear, Athletics for parachuting or for throw-ing hand grenades, and so on.

If the Handler says your Agent has a particular kind of special training, write it in one of the spaces along with whatever skill or stat applies.

(18)

16

// Delta Green: Need to Know //

// What Is an Agent? //

Creating an Agent

A new Delta Green Agent takes only a few minutes to create.

Choose a Profession

What kind of character do you want to play? If you’re most interested in exploring strange cultures and ancient history, play an Anthropologist or Historian. If you’re most interested in criminal investigations and uncovering cults and conspiracies, play a Federal Agent. If you love tech, play a Computer Scientist or Engineer. If you like the gory details of what the unnatural does to human anatomy, play a Physician. If you’re interested in figuring out weird manifesta-tions, play a Scientist. If you want to play a soldier with extensive training for the War on Terror, play a Special Operator. Think up the details as you go. Does your Federal Agent work for the FBI, the DEA, the U.S. Marshals, or some other agency? Is your Scientist a university professor or an EPA specialist? Is your Physician a surgeon, a pathologist, or something else? Ask the Handler whether any particular professions are appropriate.

Choose Statistics

Create your Agent’s stats to suit the profession. If you’re playing a Physician, you probably want a high INT; a Special Operator needs a high CON. (Of course, you could make the CON low and say an in-jury forced your Agent to retire.) Federal Agents need to be well-rounded. Pick one of the following sets of numbers and assign each score to one stat.

Stat 1 Stat 2 Stat 3 Stat 4 Stat 5 Stat 6

13 13 12 12 11 11

15 14 12 11 10 10

17 14 13 10 10 8

Calculate Derived Attributes

The derived attributes are based on stats, so they’re easy to figure out.

» Hit Points (HP): The average of STR and CON (round up).

» Willpower Points (WP): Equal to POW. » Sanity Points (SAN): Equal to POW × 5. » Breaking Point: Equal to SAN minus POW.

Example: An Agent with STR 12, CON 13, and

POW 14 would have 13 HP, 14 WP, 70 SAN, and a Breaking Point of 56.

(19)

17

// Delta Green: Need to Know //

// What Is an Agent? //

Name Bonds

Profession determines how many Bonds your Agent gets. Describe each Bond. At this early stage, Bonds don’t need many details, but each should have a name and specify the relationship: “Ex-husband, Taylor” or “Special Agent Waite, frequent FBI partner.” Each Bond starts with a score equal to your Agent’s CHA. If your Agent’s CHA goes down, each Bond drops the same amount.

Number of Bonds

» Anthropologist or Historian: 4 » Computer Scientist or Engineer: 3

» Federal Agent: 3 » Physician: 3 » Scientist: 4 » Special Operator: 2

Bond Examples

» Spouse or ex-spouse » Son or daughter

» Favored parent or grandparent » Best friend

» Long-time coworker or partner » Psychologist or therapist » Spouse and children » Parents

» Siblings

» Colleagues in an intense, difficult job or calling » Church or support group

» Fellow survivors of a shared trauma

Define Motivations

Other than Bonds, what makes your Agent tick? Intellectual curiosity? The love of a devoted pet? A passionate hobby? Something else? Write down moti-vations as your Agent’s personality emerges during the game. An Agent can have up to five. Each time your Agent hits the Breaking Point, remove a motivation as a symptom of the trauma.

Determine Professional Skills

Each profession comes with a set of skills. Write down their values on the character sheet. These scores replace the base ratings.

Anthropologist or Historian

» Anthropology 50% or Archaeology 50% » Bureaucracy 40%

» Foreign Language (choose one) 50% » Foreign Language (choose another) 30% » History 60%

» Occult 40% » Persuade 40%

Choose any two of these that you don’t already have: » Anthropology 40% » Archeology 40% » HUMINT 50% » Navigate 50% » Ride 50% » Search 60% » Survival 50%

Computer Scientist or Engineer

» Computer Science 60% » Craft (Electrician) 30% » Craft (Mechanic) 30% » Craft (Microelectronics) 40% » Science (Mathematics) 40% » SIGINT 40%

Choose any four of these that you don’t already have: » Accounting 50%

» Bureaucracy 50% » Craft (choose one) 40%

» Foreign Language (choose one) 40% » Heavy Machinery 50%

» Law 40%

(20)

18

// Delta Green: Need to Know //

// What Is an Agent? //

Federal Agent

» Alertness 50% » Bureaucracy 40% » Criminology 50% » Drive 50% » Firearms 50% » Forensics 30% » HUMINT 60% » Law 30% » Persuade 50% » Search 50% » Unarmed Combat 60% Choose any one of these:

» Accounting 60% » Computer Science 50%

» Foreign Language (choose one) 50% » Heavy Weapons 50% » Pharmacy 50%

Physician

» Bureaucracy 50% » First Aid 60% » Medicine 60% » Persuade 40% » Pharmacy 50% » Science (Biology) 60% » Search 40%

Choose any two of these that you don’t already have: » Forensics 50%

» Psychotherapy 60% » Science (choose one) 50% » Surgery 50%

Scientist

» Bureaucracy 40% » Computer Science 40% » Science (choose one) 60% » Science (choose another) 50% » Science (choose another) 50% Choose any three of these:

» Accounting 50% » Craft (choose one) 40%

» Foreign Language (choose one) 40% » Forensics 40% » Law 40% » Pharmacy 40%

Special Operator

» Alertness 60% » Athletics 60% » Demolitions 40% » Firearms 60% » Heavy Weapons 50% » Melee Weapons 50% » Military Science (Land) 60% » Navigate 50%

» Stealth 50% » Survival 50% » Swim 50%

» Unarmed Combat 60%

Choose Bonus Skills

Pick any eight skills and add 20% to each of them. You can increase a skill more than once but none can be higher than 80% to start. Put excess points on another skill.

What Brought You to Delta Green?

If your Agent is new to Delta Green, you’re done. If your Agent is a veteran, pick a traumatic background from the table on page 19 and modify your Agent’s stats, skills, and SAN accordingly. Work with the Handler to determine the details of what happened and how it brought your Agent to Delta Green.

(21)

19

// Delta Green: Need to Know //

// What Is an Agent? //

Sample Characters

Six sample Agents follow, ready to play. All can be customized.

Special Agent Cornwell

An FBI agent who’s expert at reading and manip-ulating people. Bonus skills: Criminology, Dodge, HUMINT, Law, Melee Weapons, Occult, Persuade, Psychotherapy. Traumatic background: hard experi-ence, with bonuses to Alertness, Drive, Forensics, and Occult.

Dr. Kamaroff

A brilliant FBI forensic pathologist. Bonus skills: Firearms, First Aid, Foreign Language (Latin, twice), Forensics, Law, Medicine, Occult. Traumatic

back-ground: hard experience, with bonuses to First Aid,

Forensics, Medicine, and Occult.

Kurtz

A computer scientist with dangerous interests. Bonus

skills: Computer Science, Craft (Microelectronics),

Dodge, Occult, Science (Mathematics), SIGINT, Stealth (twice), Unarmed Combat. Traumatic

back-ground: captivity or imprisonment.

McMurtry

A retired special operator with extensive combat experience (probably from a force like the U.S. Army Rangers), now working as a security contractor.

Bonus skills: Dodge (twice), First Aid, Foreign

Lan-guage (Arabic), Foreign LanLan-guage (Pashto), Foreign Language (Urdu), Persuade, Stealth. Traumatic

back-ground: extreme violence.

Dr. Palmer

An anthropology professor and amateur photographer with deep experience in the occult. Bonus skills: An-thropology, Art (Photography, twice), Dodge, History, HUMINT, Occult, Search. Traumatic background: Things Man Was Not Meant to Know.

Dr. Schell

An astrophysicist scarred by exposure to unnatural forces. Bonus skills: Craft (Lens-Making), Navigate (twice), Occult (twice), Science (Astronomy), SIGINT (twice). Traumatic background: Things Man Was Not Meant to Know.

>> What Brought Your Agent to Delta Green (Choose One)

Traumatic Background

Occult Skill

SAN Penalty

Notes

Extreme Violence +10% −5 SAN

−3 CHA.

Losing 3 CHA means −3 from each Bond. You are Adapted to Violence.

Captivity or Imprisonment +10% −5 SAN

−3 POW (this does not affect SAN). You are Adapted to Helplessness.

Hard Experience +10% −5 SAN

+10% to any four skills (except Unnatural). Remove one Bond.

Things Man Was Not

Meant to Know +20%

Reduce SAN by POW

+10% Unnatural skill.

Reset Breaking Point to new SAN minus POW. Gain a disorder caused by the Unnatural.

(22)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

Cornwell Special Agent

FBI U.S.

39 Law degree; master's degree in behavioral psychology, FBI training 11 55% 12 60% 11 55% 13 65% 13 65% 12 60%

Current (third) spouse 12 First spouse and 2 kids 12

12 13

99 60

52

Motivation: Figuring people out

Motivation: Protecting the American people Motivation: Following the law whenever possible Motivation: Rooting out dangerous conspiracies Motivation: New romance

60% 40% 70% 50% 60% 50% 40% 50% 80% 50% 50% 40% 70% 30% 50% 60%

(23)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Kevlar vest (3 armor points) worn under clothes (can be noticed with an Alertness test). FBI badge and identification card, medium pistol (9mm) in a belt holster, two spare magazines in a belt pouch, tactical flashlight (useful out to 50 meters), handcuffs in a belt pouch, encrypted smartphone, windbreaker jacket with "FBI" on the back, police-band radio (worn on belt) with earpiece and throat microphone, small evidence kit. A light pistol (snub-nose .38 revolver) in an ankle or small-of-the-back holster for backup. A couple of boxes of spare 9mm and .38 ammunition (50 bullets each).

You can take the pistols on a civilian airplane if you make arrangements ahead of time using your FBI identification.

Unarmed 60% 1D4−1

9mm pistol 50% 15 m 1D10 15

.38 revolver 50% 10 m 1D8 6

Pistol butt 50% 1D4

Choose your gender, name, and details of your Bonds. Despite years of psych training, the research and clinical work left you cold. It wasn't the kind of problem-solving you craved. Then you befriended a neighbor who was an FBI agent and everything clicked. But you took your time. You wanted to be ready for the fast track. So you went to law school and then applied. They accepted you right away.

You're one of the Bureau's best interrogators. Nobody reads people like you do, or is so good at convincing witnesses and suspects to cooperate, or is as good at unraveling conspiracies and black markets.

A couple of years ago you spent extensive time undercover investigating a dangerous militia group. It was a hard experience, and it exposed you to something unnatural, something terrible and supernatural. When it was over your second marriage was ruined, your SAN was down, and you knew more about the Occult and a lot more about heavy weapons. You and the Handler should decide the details.

When it was over, a few fellow agents asked you to join them in a secret task force. Ostensibly counterterrorism, it is actually dedicated to stopping unnatural incursions and saving others from exposure to them. What did it cost you to agree to sign up?

(24)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

Kamaroff Physician (FBI forensic pathologist)

FBI U.S.

46 Medical degree with pathology certifications 10 50% 10 50% 13 65% 17 85% Endlessly smart 14 70% Resilient 8 40% Caustic

Church or support group 8

Sons 8

10 14

99 65

56

Motivation: Identifying an obscure cause of harm Motivation: Stopping harm at the source

Motivation: Success despite others' incompetence Motivation: Making the world safer for your sons Motivation: Healing others

50% 40% 90% 80% 20% 90% 40% 40% 50% Biology 60% 40% 50% Language: Latin 40%

(25)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Unarmed 40% 1D4−1

Choose your gender, name, and details of your Bonds. After medical school you spent a few years in internal medicine. You earned great money and made great contacts, but the challenge wasn't enough. You wanted something unique. You found it in the FBI. As a forensic pathologist you study bodies and the things that kill them, and you're among the best. If you decide you want a promotion, all that will stop you is politics.

An especially hard case led you to Delta Green. Over the course of a long investigation you were exposed to terrible things, unnatural things. By the time it was over, so was your marriage (always rocky anyway). You and the Handler should decide the details.

A couple of the agents in that case (perhaps fellow Agents now) talked to you afterward. They wanted you for a secret task force, ostensibly counterterrorism but really dedicated to stopping unnatural incursions and saving others from exposure to them. They didn't sugarcoat the lethal danger involved. Why did you agree to participate?

(26)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

Kurtz Computer Scientist

35 Three or four computer-related master's degrees 10 50% 8 40% Asthmatic 14 70% Quick reflexes 17 85% Brilliant 10 50% 10 50%

Brother and sister 10

Daughter 10

Fellow survivors of extended captivity 10

9 10

99 60

52

Motivation: Solving puzzles

Motivation: Making broken things work Motivation: Kung fu

Motivation: The weird beauties of mathematics Motivation: Protecting people who are less gifted

� � � 80% Microelectronics 60% 50% 50% 40% Mathematics 60% 60% 50% 60% Craft: Mechanic 30% Craft: Electrician 30% Science: Chemistry 40% Science: Physics 40% Language: 40%

×

×

×

(27)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Unarmed 60% 1D4−1

Choose your gender, name, and details of your Bonds. You're smart enough to know you're not the best programmer in the world, but you're far better than most. To some of your laser-focused peers you're a dilettante, always dabbling in other technologies, in love with higher mathematics and the martial arts, always getting a new advanced degree in something or other. It was a good life for a while.

You came to Delta Green after an encounter with the unnatural that subjected you to extended captivity. You and the Handler should decide the details. The experience left you adapted to helplessness. That means you always succeed at SAN tests triggered by helplessness. But it broke you a little inside, reducing your Power by 3.

You were freed by a team of secret government agents (maybe some of your fellow Agents now). From time to time they ask for your help in their mission to stop unnatural incursions and save others from being exposed. When they do, you agree to help. Why?

(28)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

McMurtry Special Operator (security contractor)

44 High school, military training

13 65% Strong 13 60% Athletic 12 60% 11 55% 12 60% 8 40% Cold-eyed Psychiatrist 8 Younger brother 8 13 12 99 55 48

Motivation: Getting back to your dog in one piece Motivation: Protecting your friends

Motivation: Quiet professionalism

Motivation: Destroying threats to your people Motivation: One-night stands

� � � 60% 60% 40% 70% 60% 30% 50% Land 60% 50% 20% 40% 70% 50% 50% 60% Language: Arabic 20% Language: Pashto 20% Language: Urdu 20%

×

×

×

(29)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Kevlar vest (3 armor points) worn under clothes (can be noticed with an Alertness test). .357 magnum revolver with three speed-loaders. (Remember: Taking the Aim action for a turn adds +20% to hit.) Combat and survival knife. Unlicensed and illegal MP5SD fully automatic submachine gun with built-in suppressor and four extra magazines in a lead-lined aluminum case. Unlicensed and illegal military-grade night-vision goggles. First-responder medical bag (adds +20% to four First Aid rolls). Basic camping gear (adds +20% to Survival for three days). Handheld GPS.

None of the weapons can be legally taken on a civilian airplane.

Unarmed 60% 1D4 Combat knife 50% 1D6+1 3 .357 revolver 60% 20 m 1D12 6 MP5SSD 60% 50 m 1D10 30 (5-round burst) 60% 50 m 10% 1 m 30 (10-round burst) 60% 50 m 10% 2 m 30

Choose your gender, name, and details of your Bonds. You retired from the military after years of covertly pursuing and killing terrorists. A violent encounter with the unnatural brought you to Delta Green. The

experience increased your Occult skill but reduced your SAN. When it was over you were glad to retire. You and the Handler decide the details.

You always succeed at SAN rolls triggered by inflicting or suffering violence, but adapting to that kind of trauma deadened your personality and reduced your Charisma.

Recently, three high-ranking U.S. officers called you into a private meeting and inducted you into another program. Ostensibly part of the War on Terror, it's dedicated to stopping unnatural incursions and saving people from exposure to them. The dangers are lethal. Why did you agree to keep fighting?

(Note that many countries' armies do not officially allow women to serve in combat branches, particularly in special forces. If you play a woman, work with the Handler to determine nationality, history, and rank.)

SCUBA gear Swim

Parachuting DEX

(30)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE)

2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

Palmer Anthropologist

40 Doctorate in cultural anthropology 10 50% 11 55% 10 50% 14 70% Quick, perceptive 12 60% 15 55% Very "present" Best Friend 15 Favorite Grandparent 15 Psychotherapist 15 Fellow survivors of a shared trauma 15

11 12

89 48

36

Motivation: Finishing the next Ph.D.

Motivation: Finding where weird and fact meet Motivation: Uncovering things no one has found Motivation: Proving my courage in a crisis Sleep Disorder (must roll SAN to get to sleep)

70% 40% Photography 40% 40% 50% 80% 30% 50% 80% 40% 40% 10% Language: 50% Language: 30%

(31)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Unarmed 40% 1D4−1

Choose your gender, name, and details of your Bonds. You've forged a solid career in anthropology, the field you love most. Choose foreign languages to reflect your specialty.

You came to Delta Green after learning Things Man Was Not Meant to Know. The experience increased your Occult skill and gave you a little knowledge of the Unnatural, the inhuman supernatural truths of the universe. It also cost you a great deal of SAN and left you with a lingering sleep disorder: You must make a SAN roll to get a good night's sleep even at the best of times.

You helped a small team of other investigators (perhaps they are your fellow Agents now), agents of a secret task force dedicated to stopping unnatural threats and saving others from exposure to them. Afterward they asked you to help them again. You and the Handler should determine the details—and why you agreed to come back.

(32)

THIS IS A WORK OF FICTION

PERSONAL DA

TA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY

ST

A

TISTICAL DA

TA

8. STATISTICS SCORE ×5 DISTINGUISHING FEATURES

Strength (STR) Constitution (CON) Dexterity (DEX) Intelligence (INT) Power (POW) Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT

Hit Points (HP) Willpower Points (WP) Sanity Points (SAN) Breaking Point (BP) 10. PHYSICAL DESCRIPTION  F  M  PSYCHOLOGICAL DA TA 11. BONDS SCORE

12. MOTIVATIONS AND MENTAL DISORDERS

13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

APPLICABLE SKILL SETS

 Accounting (10%)  First Aid (10%)  Ride (10%)

 Alertness (20%)  Forensics (0%)  Science (0%):

 Anthropology (0%)  Heavy Machinery (10%)

 Archeology (0%)  Heavy Weapons (0%)  Search (20%)

 Art (0%):  History (10%)  SIGINT (0%)

 HUMINT (10%)  Stealth (10%)

 Artillery (0%)  Law (0%)  Surgery (0%)

 Athletics (30%)  Medicine (0%)  Survival (10%)

 Bureaucracy (10%)  Melee Weapons (30%)  Swim (20%)

 Computer Science (0%)  Military Science (0%):  Unarmed Combat (40%)

 Craft (0%): Unnatural (0%)

 Navigate (10%) Foreign Languages and Other Skills:

 Criminology (10%)  Occult (10%)   Demolitions (0%)  Persuade (20%)   Disguise (10%)  Pharmacy (0%)   Dodge (30%)  Pilot (0%):   Drive (20%)   Firearms (20%)  Psychotherapy (10%) 

Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks. Violence    adapted Helplessness    adapted

Schell Scientist (astrophysicist)

39 Doctorate in astrophysics 10 50% 11 55% 14 70% Nimble fingers 15 75% Focused 12 60% 10 50% Spouse 10 Parents 10 Ex-spouse 10

Fellow survivor of a shared trauma 10

11 12

89 48

36

Motivation: Discovery

Motivation: Learning about extraterrestrial life Motivation: Guarding against the fragility of life Motivation: Crafting the perfect telescope Amnesia (see back of sheet)

50%

40% 40%

Glass-smithing & lens-making 60% 50% 70% Astronomy 80% 40% 10% Science: Chemistry 50% Science: Physics 50% Language: 40%

(33)

THIS IS A WORK OF FICTION

INJURIES

14. WOUNDS AND AILMENTS

Has First Aid been attempted since the last injury?  yes: only Medicine, Surgery, or long-term rest can help further

EQUIPMENT

15. ARMOR AND GEAR

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO (a) (b) (c) (d) (e) (f) (g) REMARKS

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY

19. SPECIAL TRAINING SKILL OR STAT USED

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

112382

DD

315

TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN

AGENT DOCUMENTATION SHEET UNITED STATES

FORM

Unarmed 40% 1D4−1

Choose your gender, name, and details of your Bonds. You were a well-regarded young astronomer on the way to great things when It happened.

To this day you can't remember the details. You don't much want to. It cost you a large amount of SAN and left you shaken and scarred. In fact, any time you lose 1 SAN or more, you must make a Sanity roll to resist blanking out and forgetting what caused the loss.

But sometimes you have flashes of insight, things you didn't know you knew. Whatever happened, it boosted your Occult skill and gave you a little knowledge of the Unnatural, the terrible inhuman truths of the universe.

And since then you've been in contact with a few secret government agents who were there (perhaps some of your fellow Agents now), who saved your life and are grateful to you for saving theirs. From time to time they ask you to help them uncover and stop unnatural incursions and save others from exposure to them. Why do you say yes?

(34)

References

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